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Vaall
February 13th, 2026, 14:53
5E – Damage Manager Tags
Current Version: v1.1.0 • Updated: 2026‑02-27

https://forge.fantasygrounds.com/shop/items/2841/view

Damage Manager Tags — Advanced Damage Roll Conditioning for D&D 5E
Damage Manager Tags (DMGM) adds powerful, automatic control over damage dice results in Fantasy Grounds 5E through a set of custom effect tags.
These tags allow you to enforce conditional rerolls, guaranteed minimum die values, and type‑restricted logic, all triggered automatically when a creature with an active effect makes a damage roll.

Damage condition:`IF: DMG(type)`
Reroll damage or heal: `RDMG: x type` or `RHEAL: x`
Minimum damage or heal: `DMGMIN: x type` or `HEALMIN: x`


A note from the author
I created this extension to restore a feature that the TMT extension allowed me to achieve (I tried to repair TMT but it is too complex for me).
It was built with the help of AI to speed up iteration, but that does not replace the work of an amateur or professional developer — there may be mistakes. Please report issues so we can make it better!


What it does
1. IF: DMG(type1,type2,...)
Activates an effect only if the damage roll includes at least one of the specified types.
Examples:

IF: DMG(fire)
IF: DMG(cold,necrotic)


This allows conditional abilities like “if this attack deals fire damage, then...”.

2. RDMG: x [type] or RHEAL
Automatically rerolls any damage die of the specified type if its value is ≤ x.
Examples:

RHEAL: 1 → rerolls any heal or Temporary heal die that rolled 1
RDMG: 2 poison → rerolls any poison die that rolled 1–2

Continuous rerolling applies until the die shows > X (with an internal safety cap)

3. nRDMG: x type or nRHEAL
Same as RDMG, but with a maximum number of rerolls per die.
Examples:

1RDMG: 2 fire → reroll once if the fire die is ≤ 2
2RDMG: 3 thunder → up to two rerolls per die


4. DMGMIN: x [type] or HEALMIN: x
Enforces a minimum die result globally or only for specific damage types.
Examples:

HEALMIN: 2 → no heal die may show lower than 2
DMGMIN: 3 fire → fire dice lower than 3 become 3
Elemental Adept (Fire); DMGMIN: 2 fire



Changelog

v1.1.0: Compatibility with the AT extension and addition of tags for heal.
v1.0.0: Initial public release.


If you try it, feedback and edge cases are highly appreciated!
Contributions welcome — especially for a safe, clean approach to player‑side prompts or robust handling of damage type augmentation.

Note: I haven't distinguished between HEAL and temporary HEAL. I'll try to do so if needed.

Vaall

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arkanis
February 13th, 2026, 18:20
Cool, I was precisely wondering how to replace some of the automation I had set up in Trigger Me Timbers.
Thanks a lot!

Vaall
February 27th, 2026, 10:15
Update :
v1.1.0 — Compatibility with the AT extension and addition of tags for heal (nRHEAL and HEALMIN)

Sorry, the extension name will remain DMGM Tags xD